New Cancelled Games & Their Lost Media Added to the Archive

Eagle Summoner [Wii, DS – Cancelled]

Eagle Summoner is a cancelled puzzle – RPG hybrid similar to Puzzle Quest, that was in development by Sensory Sweep Studios around 2008. Following Puzzle Quest’s progression, in Eagle Summoner players would move their character around the world while encountering enemies to fight in puzzle-battles to gain experience and acquire treasures.

Some more details and images for this lost game were shared online thanks to former Sensory Sweep developer Christopher Enderle and artist Jenna Kemker:

“After the successful completion of My Spanish/French Coach, two coworkers, Peter Anderson and Niel Westover, began development of the prototype to this game. Upon completion of the prototype I involved myself in the creative process and began exploring puzzle designs and game play concepts. The prototype was shown to the company committee who received it favorably and green lit its development. While the game’s primary focus was always on puzzles, various other features, such as minigames and RPG elements, were explored for game play purposes. These additional features fell in and out of favor of project management at various stages of development.”

“Each puzzle has a set number of Eagles placed on a grid against a dragon of certain power. The goal of the game is to combine a number of eagles until their power equals the power of the dragon. The catch is that all the eagles move together at once, thus if an eagle is moved to the right, they all move to the right simultaneously. Players must be careful to not touch a fireball or a powerful dragon before their eagle is of equal strength or the Eagle dies and the puzzle must be restarted. To line up two eagles together, a player must push their eagles against a neutral object, such as a cloud. If an eagle pushes against a cloud, it will not move. A player must use this mechanic to safely maneuver his eagles to combine their strength. Hundreds of puzzles each with a different twist will challenge players as they try to save the world.”

“Upon selecting adventure mode players will be taken to an over world map of the kingdom of Earth on the bottom screen.  This map will contain the locations of the major cities and areas that they will visit on their adventure.

NPC interaction will be represented by houses or other icons, pertaining to the situation. When selected dialogue boxes will pop showing a detailed image of the characters in one box and an image of the NPC in another.  Basic information can be gained this way as well as story progression and side quests. Players can choose to do optional quests for rewards such as items or to increase their gold token count to unlock story progression.”

The game was cancelled when Sensory Sweep finally closed for bankruptcy, with employees working without being paid for months. As we can read on Mobygames:

“The company filed for bankruptcy in September 2005, but kept all projects going with two name changes (including Fooptube). In early 2008 the employees stopped receiving contributions, even though their paychecks were still deducted for the next few pay periods. Soon after that the paychecks bounced and Sensory Sweep lost Brash Entertainment as a big client when it folded at the end of 2008.”

Some images are preserved in the gallery below to remember the existence of this lost game.

Among Sensory Sweep other cancelled games there are such titles as Crash Tag Team Racing DS, Time Traveler, Sentient, Raphael and Oregon Files.

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Xevious 3D Reboot [PS2 – Cancelled]

Around 2002 Namco wanted to reboot their Xevious series of shoot ‘em up, by creating a new 3D Xevious for Playstation 2. The team hired for this mission was Project Aces, the same people behind Ace Combat 04: Shattered Skies and the following Ace Combat games. You can imagine this would have been the perfect team to develop a new Xevious, thanks to their great 3D engine and experience with Ace Combat.

Unfortunately it seems Namco considered this Xevious remake to be less profitable than a new Ace Combat. After creating an early prototype using Ace Combat 4 engine and a few Xevious 3D models, Project Aces was moved to develop Ace Combat 5: The Unsung War.

A video from the Xevious PS2 prototype was shared by Project Aces on Twitter when they reached 5.000 followers.

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B.O.B. 2 [Cancelled – SNES, Mega Drive]

The original B.O.B. was a run ‘n gun platformer developed by Gray Matter Inc. and Foley Hi-Tech Systems, published in 1993 by Electronic Arts for SNES and Mega Drive (Genesis). A sequel titled “B.O.B. II” was also in development not long after the first one, but in the end the project was canned and never officially announced by EA.

There’s not much remaining from this lost game: just some concept art and its logo. We don’t even know if one of the two original teams developed an early prototype for EA. We can assume it would be hard to see more from BOB 2: it’s the cancelled sequel of a mostly forgotten run ‘n gun.

Maybe one day someone who worked on the project could help unveiling more, but for now these images are the only proof it was once in development or at least conceived as a possibility.

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Lanfeust of Troy (Nadeo) [PC – Cancelled]

Lanfeust of Troy is a cancelled action adventure that was in development for PC by Nadeo around 2001, before they became a favorite team among fans of arcade racing games, thanks to their release of TrackMania in 2003. In 2001 Nadeo was still trying to find their niche, working on many different prototypes such as Windracer and Cyberdrive to pitch them to different publishers.

Lanfeust of Troy was based on a popular french comic:

“In the world of Troy, most humans have a single magic power. Each power is unique to the person and includes such diverse feats as walking on water, personal teleportation, and causing thirst in others. However, none can use their power unless in the close or remote presence of a sage of Eckmül, Troy’s version of a studied magician.”

Probably Nadeo thought that by using an existing franchise as the base for their action adventure prototype, it could have been easier to find a publisher interested in their talent. Unfortunately this was not the case: their Lanfeust of Troy video game was never completed and was just forgotten by everyone. Some fans randomly found out about the project in 2011, saving a few images before they could have been lost forever.

In the end Nadeo was lucky enough to get hired to work on Virtual Skipper 2 and 3, something that helped to keep them alive while waiting to find real success with Trackmania.

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Helix Core [PC – Cancelled]

Helix Core is a cancelled online sci-fi FPS that was in development around 2002 – 2003 by Bright Light Productions, planned to be released for PC. Its main focus was the high number of players who could frag together in a single arena: up to 64 players. This was worked on 8 years before MAG and its 256-players deathmatch, or 13 years before PlanetSide 2’s 1158 simultaneous players: at the time it was quite an ambitious feature for Helix Core.

As we can read from the official press-release:

“In Helix Core, you and 63 of your friends engage in a massive multi-theatered struggle across the universe! Helix Core seamlessly blends gritty team-oriented First Person Shooter warfare with dramatic vehicular action, layering the combat with a powerful strategic component. Fight on foot, and in ship, on land and in space as you work to accomplish mission objectives in epic dynamically scripted levels. As you try to defeat the other team in any of the game’s vast environments, you’ll cooperatively pilot over 20 vehicles ranging from single-person nimble Starfighters to massive multi-personnel Capital Ship behemoths. Teamwork is key as you collectively earn credits for each small victory over your opponents, allowing Players to pool their resources to buy bigger, better technology for their forces.

In Helix Core, you’re not just a grunt. You’re a pilot, a spy, an engineer, a tactician — a combat-hardened soldier of a dark future. In Helix Core’s gothic sci-fi universe where “good” no longer exists, a fascist government combats a ghost of the past, and the only sure thing is bloodshed. Vengeance, hatred, betrayal — all are weaved together in the midst of this terrible struggle surrounding you. Ideas do not come in black and white anymore, there are no rights and wrongs — only greys.”

An interview was also published on VGInsider:

VGI: Can you tell us a little about how the vehicular portion of the game will work?

Jeremy:  A lot of the ships/vehicals in the game require cooperation.  You can have a Capital Ship that can fit 20 players in it. Once you load it up, you can take the behemoth out, and your turret gunners can make mince meat out of their opponents.  Eventually you make your way to the enemy base in this moving battlefortress. Without teamwork though, it will be very difficult to make your way to the enemies headquarters. That is why we are going to have up to 64 players in each game.  In a game like Tribes, most of your vehicles are limited to 3 or 4 people tops, which leads to a very unstructured experience, and people don’t really have much of a way to cooperate in real game mechanics. Helix Core will change all of that.

VGI: I am just wondering, what kind of servers will be required for a concurrent 64 members on at one time, it seems like a lot of computer power would be needed (Counterstrike limits to 21 or 20) and it also seems like bandwidth.  Do you think latency will be a problem?

Jeremy: 64 players is for people with the most powerful of systems, that’s for sure.  I wouldn’t recommend a 64 player game to people who barely meet the minimum requirements for the game.  We figure the typical game will hold 32 players or less.

VGI:  That is great to hear.  Console gaming is more popular than ever, if Helix Core went over well on the PC, could you see it on say. . .Xbox?

Jeremy:  If there’s any console that could do Helix Core, it would certainly be the Xbox,  because it’s graphic capabilities are essentially that of the GeForc3, one of our target cards.  Although on Xbox there would be those damned online fees. . .

Tim:  Honestly, PC is where it’s at for now.  Who knows though, it all depends on how well HC goes over on the PC.  Console gaming would definitely be where we’d look next, before moving on to another game.

VGI: You could always port it to the Dreamcast!  :-)

Jeremy: Dreamcast eh? Hell yeah — then you wouldn’t have to pay any fees. ;-)”

And some more details from their old website:

“Players can walk up to any space flight vehicle, ranging from nimble starfighters to huge multi-personnel battlecruisers and Capital flagships, and take control of it in the multiplayer environment to cooperatively aid their team. Analogous to the many starship types available for flight (in both space and planetside missions), there are 5 player classes for each of the two races that emphasize different game styles and player skills. Your class determines what weapons you can use, but also gives you special abilities that makes certain aspects of the game more suitable for your character — say, piloting, heavy combat, or starbase defense construction.

Missions in Helix Core are objective-oriented & story-oriented, depicting the chronological course of a vast interstellar military conflict between a fascist government and a tortured foe from long ago. Each mission, in addition to having a backstory in the cinematic universe of the game, is different in scope and gameplay — one particular mission has one team staging an Alamo-style last stand for a period of time, while another is a two-way base assault on land and air, whereas a certain mission is a race to reach a remote in a treacherous hostile region of space.

In Helix Core, you’re not locked in combat in some phony hallway in the middle of nowhere, you’re in a location on a massive battle spacestation in a greater battle of an epic war. Your teammates outside are cooperatively piloting starships both small and huge in an effort to keep the supply lines open and ensure that your Space Station Assault succeeds. On both land and in space, foot and flight, the future of cooperative multiplayer team gaming is Helix Core. Be a pilot, be a grunt, be a real-time strategy tactician: The choice is yours, and the battlefield awaits you!”

Around 2002 – 2003 there were also a couple of videos on their website, but unfortunately they seem lost forever.

In 2003 Helix Core vanished and today there are no more details available about the team or their projects. It seems Helix Core was reworked by some of its devs and resurfaced in September 2004 under the name of Cry Havoc. It became a FPS/RTS game, but in the end it was also canned. By looking at screenshots and previews Cry Havoc sounded much different from the original Helix Core concept, so we may have another page on Unseen64 to remember it.

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